The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
This preliminary study explored the possibility of influencing participant's navigation when presented with 5 binary choices. Each participant experienced one trial of the 5 fixed ordered conditions. A think-aloud protocol and questionnaires were used to understand perception and behaviour. We conclude with suggestions of further research of understanding visual aesthetics and their influence of human...
Prior work focusing on 2D visuals primarily suggests that sound has a significant impact on visual perception. However, little work has considered what, if any, effects sound, including its spatial positioning and the addition of various auditory effects, have on our perception of stereoscopic 3D (S3D) imagery. Here we present the results of two experiments that were conducted to examine the effects...
The objective of this research is to improve the accessibility of Head-Mounted Displays (HMDs) for users with balance impairments while they are in immersive Virtual Environments (VEs). Previous research has shown that most users experience some imbalance in a fully immersive VE. However, this imbalance is significantly worse in users with balance deficits. Thus, this research aims to determine an...
Musical games help in motor and cognitive development and provide pleasure because of their playfulness and challenge. However, visually impaired people are unable to interact with conventional music games, because audiovisual aspects are inaccessible to this public. The objective of this study was to investigate if threedimensional sounds could guide blind users during interaction with a tablet music...
The imminent introduction of highly immersive technologies for entertainment that bring exciting possibilities for the users also raises important questions regarding the impact on their well-being. Game Transfer Phenomena (GTP), a research approach focusing on understanding the psychosocial effects of video game playing by examining non-volitional phenomena (e.g., Altered sensorial perceptions, automatic...
Most of the content of Graphical virtual environments is currently visual, severely limiting their accessibility to the blind population. While several steps improving this situation have been made in recent years they are mainly environment specific and there is still much more to be done. This is especially unfortunate as VR holds great potential for the blind, e.g., for safe orientation and learning...
One of the main challenges facing the practical utilization of new assistive technology for the blind is the process of training. This is true both for mastering the device and even more importantly for learning to use it in specific environments. Such training usually requires external help which is not always available, can be costly, and attempts to navigate without such preparation can be dangerous...
Graphical virtual environments are currently far from accessible to the blind as most of their content is visual. While several previous environment-specific tools have indeed increased accessibility to specific environments they do not offer a generic solution. This is especially unfortunate as such environments hold great potential for the blind, e.g., for safe orientation and learning. Visual-to-audio...
We present change blindness redirection, a novel technique for allowing the user to walk through an immersive virtual environment that is considerably larger than the available physical workspace. In contrast to previous redirection techniques, this approach, based on a dynamic environment model, does not introduce any visual-vestibular conflicts from manipulating the mapping between physical and...
We assessed the effects of the addition of dynamic visual elements and sounds to a levee patroller training game on the appraisal of the environment and weather conditions, the engagement of the users and their performance. Results show that the combination of visual dynamics and sounds best conveys the impression of severe weather conditions and most strongly influences the appraisal of the environment...
Major challenges must be tackled for brain-computer interfaces to mature into an established communications medium for VR applications, which will range from basic neuroscience studies to developing optimal peripherals and mental gamepads and more efficient brain-signal processing techniques.
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.